Hexmas 0202: Conifer Mountain
Spruce and pine line trails ne'er traveled
Beneath the boughs, wolves stalk o'er gravel
The Beorling growls and guards the brains
Of humble travelers where Bumble reigns
Used without permission, copyright of Rankin Bass.
PART OF MERRY HEXMAS - ADJACENT HEXES
North: Poison Swamp
Northeast: Castle Claus
Southeast: Three Calves
South: House of the Kringles
Southwest: Polar Pines
Northwest: Miserable Mountain
For stats, please visit cairnrpg.com
Random Encounters:
- Ariadne, a dread lady draped in white crystal finery interwoven birch bark rides in leisure in a reindeer-drawn sleigh. Ariadne desires to catch wayward strays from man's lands, teleported here by gumdrop dreams to work in the icicle mines.
- Avalanche save STR or be buried in snow, d6 damage to STR.
- Abominable Snowman, surprisingly quick, chases a cross country skier on a mountain trail. Stat as Frost Giant.
- Three aggressive Wolves have caught the party's scent and begin stalking their trail.
- The Abominable Snowman chews and eats the remnants of skier, spitting out pits of ski blade wood. Spotting the party, it charges, ready to consume. Stat as Frost Giant.
- Abominable Snowman hones its claws on a nearby tree, glaring at its own reflection in a patch of ice. It sees the party in the reflection or smells them and begins to chase them. Stat as Frost Giant.
Points of Interest

1. Cabin
Home of Yukon Cornelius, the Beor Lord. A cozy cabin full of crocheted goods surrounded by a cyclopean stone fence. An unfamiliar flag that is difficult to focus on hangs on one wall and a triangle folded American flag. The fire is warm and there are crocheted blankets lying everywhere on easy chairs and an old leather couch. There are sleigh dogs sleeping on the furniture and in front of the fire.

The Beor Lord Yukon Cornelius is around 6’5, broad of shoulder with a barrel chest and a long red beard. He wears a homemade sweater and jeans. He crochets constantly with his giant, hairy and muscular hands. He knows that Bumble rests during the full moon but otherwise stalks the wastes. To the friendly he will provide knitted ponchos (A1) and wooden staves (d6). If in dire danger, he will transform into a bear.
2. Bridge
Crumbling stone held together by impacted ice arches over the icy flowing river 10' below. The bridge is extremely slippery.
3. Cave
Entrance
The cave is full of frozen meat hanging within gigantic icicles from the ceiling. Loud snoring can be heard echoing through the cave.
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- Frozen Meat: one icicle contains bits of an orange and white flightsuit with a strange symbol emblazoned on it.
Back Room
The Abominable Snowman sleeps here during the day and on some nights after a successful hunt. Other nights, it stalks the wastes, searching for prey. Roll 1d6, on a 5-6 the cave is empty. There is evidence of a partial cave-in at the rear of the cave. Water is dripping from the ceiling.
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- Abominable Snowman: stat as Frost Giant.
- Cave-in: a secret exit, accessible via squeeze to the outside. There is evidence of multiple cave-ins.
- Ceiling: there are several large structural cracks in the ceiling.
4. Ski Lift
Exterior
An old fashioned ski lift. There’s a hanging chair partially up the chain perhaps 15’ from the loading area. A machine shed is visible. The wires run straight up the mountain held up by great towers. On the ground are a few old scarves and single gloves.
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- Chair: hangs 10' above the ground. It looks snug, old and not comfortable. It is merely a hook with a bench over high tension cable. It seems intended to seat two people.
- Machine Shed: see Interior.
- Wires: lead to within hiking distance of Castle Claus.
Interior
There is a large machine that is inactive with a motor attached to a crank.
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- Machine: high tension wire feeds into various pulleys seemingly powered by the motor. Careful examination reveals a note that reads "Don't forget Hermey. Crank the wheel while pressing the ignition repeatedly to charge up machine until it dings. If the seat is too far away, use the reset switch once the lift is on." A reset switch can be found on a search that requires a tiny point to activate it.
- Crank: moves with difficulty and noisily. Dings when the machine is fully charged, can power one full cycle of a chair up the mountain.